Game device, game system, game processing method, information recording medium, and program

ABSTRACT

In a game device ( 200 ), a task memory unit ( 201 ) stores game tasks that can be challenged by a player. A task selection unit ( 202 ) selects a game task for each of the players from among the game tasks stored in the task memory unit ( 201 ). A game progression unit ( 203 ) sets the selected game task for a game to proceed with the game. When a plurality of players participate in the game, a task addition unit ( 204 ) creates a new game task based on the game task set for each of the players. When the created game task is accomplished at the end of the game, the task addition unit ( 204 ) adds the accomplished new task to the task memory unit ( 201 ) as a game task that can be challenged individually by each of the players who participated in the game.

TECHNICAL FIELD

The present invention relates to a game device, game system, game processing method, information recording medium, and program that are suitable for keeping a player's interest in a game.

BACKGROUND ART

There are games, the aim of which, is for one player, or for a plurality of players working together, to accomplish (clear) a task that is set for the game (also called a “mission”, hereafter referred to as a “game task”.) Generally, the game task is often prepared in advance by a game creator by taking into consideration the level of difficulty and scenario, and provided to a player. Often there is a limit to the number and types of game tasks that are prepared for one game, or in other words, the number and types of game tasks that a player can challenge. Therefore, as a player plays a game thoroughly, the contents of the game may begin to feel monotonous and the player will lose interest. As a measure against this, patent literature 1 discloses a game device that, by imposing penalties as a particular operation is continued, is capable of providing a game that will not allow interest in the game to fade, and particularly is capable of providing a game that will arouse the player's concentration in the end of the game without the player losing interest. Patent Literature 1: Japanese Patent No. 3550116

DISCLOSURE OF INVENTION Problem to be Solved by the Invention

However, even in the related art above, the number of game tasks that a player is able to challenge does not increase, and the player repeatedly challenges the same game tasks, so there is still a problem in that it is not possible to sufficiently keep a player's interest in a game.

In order to solve such a problem, the object of the present invention is to provide a game device, game system, game processing method, information recording medium, and program that are ideal for keeping a player's interest in a game.

A description of the present invention for accomplishing the objective above is given below according to theory of the invention.

The game device according to a first aspect of the present invention comprises a task memory unit, a task selection unit, a game progression unit, and a task addition unit.

The task memory unit stores game tasks for each of a plurality of players that can be challenged by those players.

The task selection unit selects a task(s) from among the stored game tasks for each of one or more players that participate in a game.

The game progression unit, prompts the players participating in the game to play the game for which the selected game tasks have been set.

The task addition unit, when a plurality of players participate in the game, adds a new game task(s) that can be challenged by each of the players participating in the game, to the task memory unit based on each of the selected game tasks.

In a game in virtual space that is performed using the game device of the present invention, a game task that the player participating in the game is to accomplish during the game is set. A game task, for example, can be something arbitrary such as “pick up a specified number of coins or more” or “defeat an enemy boss character during a specified amount of time”. Moreover, it is possible for one person to participate in a game, or for a plurality of people to participate together. Play in which one player plays the game is called “individual play”, and play in which a plurality of players play the same game together is called “cooperative play”.

The game device selects one or more game tasks for each player according to selections made by the players and according to a specified algorithm. The selected game tasks are set for the game, and the game proceeds. The players take on the challenge of clearing the selected game tasks. The game device may be such that a time limit is set for a game, and when the time from the beginning of the game exceeds that time limit, the game ends. Alternatively, the game ends when the set game tasks have been accomplished.

Of course, a player can challenge a game task that has been stored in advance, or can challenge a game task that has been newly created by the game device based on the games tasks that were stored in advance. In other words, game tasks increase as the player plays the game.

More specifically, during individual play, player can select an arbitrary game task that has already been created. On the other hand, during cooperative play, a new game task is created based on the game tasks that can be challenged by each player, and each player can challenge this new game task. A new game task is typically a game task that indicates that all of the respective game tasks should be accomplished.

For example, in cooperative play by a first player and a second player, when the first player can challenge a first game task of “collecting a specified number of coins or more”, and the second player can challenge a second game task of “defeating an enemy boss character within a limited amount of time”, a game task of “collecting a specified number of coins or more”, and defeating an enemy boss character within a limited amount of time, which is a combination of the first game task and second game task (game task expressed by a logical AND), is created. However, a new game task is not limited to one expressed by a logical AND of two game tasks. When a new game task has not yet been accomplished, that new game task can be challenged only in cooperative play.

With the present invention, it is possible to keep a player's interest in a game in order that a player does not get tired of the game. Moreover, with the present invention, it is possible to promote participation in a game that is performed by cooperative play, and the game may create interest in the game for more players.

When a plurality of players participate in the game, the task addition unit may add the new game task to the task memory unit that can be challenged by each players participating in the game, and that has the selected game tasks, which are to be accomplished.

In other words, a new game task is a game task that is a combination of game tasks that can be challenged by all of the players participating in a game. For example, when a first player that can challenge a game task of “collecting a specified number of coins or more” and a second player that can challenge a game task of “defeating an enemy boss character within a limited amount of time” participate in a game in cooperative play, the first player and the second player can challenge a new game task of “collecting specified number of coins or more, and defeating an enemy boss character within a limited amount of time”.

With the present invention, when a plurality of players participate in a game in cooperative play, each player can challenge a new game task that is a combination of the respective game tasks that the participating players can challenge. The new game task can be changed according to which players are participating in a game that is performed by cooperative play. Therefore, it is possible to maintain interest in the game in order that the players do not get tired of the game.

The task addition unit, when a plurality of players participate in the game, may add the new game task(s) to the task memory unit if at least one or more of the selected game tasks are accomplished when the game ends.

In other words, in cooperative play, when a new game task is accomplished, that accomplished new game task can not only be challenged during cooperative play, but can also be challenged in individual play by all of the players that participated in the game performed in cooperative play. For example, in the cooperative play by the above-described first and second players, after the new game task of “collecting a specified number of coins or more, and defeating an enemy boss character within a limited amount of time” is accomplished, that new game task can then challenged in individual play by the first player alone, or in individual play by the second player alone.

With the present invention, after a game task having a very higher level of difficulty is cleared in cooperative play, a player can then challenge that game task in individual play. Therefore, the present invention is capable of maintaining interest in a game in order that the players do not get tired of the game.

The task selection unit, when a plurality of players participate in the game, may select a task(s) for each of the plurality of players from among game tasks that have been accomplished in the past by those players from stored game tasks.

In other words, the game device can store information (hereafter referred to as “accomplishment information”) in memory for each player that indicates whether or not a game task has been accomplished, or how much of a game task has been accomplished, and may create a new game task based on this accomplishment information.

For example, in the cooperative play by the above-describe first and second players, when for the first player, the first game task that was accomplished in the past is selected, and for the second player, the second game task that was accomplished in the past is selected, the new game task that a combination of the first game ask and the second game task is created. Therefore, every time a game task is accomplished, it is possible to challenge a game task having a higher level of difficulty, and thus it is possible to create a new game task that corresponds to a player's skill.

The task addition unit, further to adding a new task(s), ray add a game task(s) that is the new game task(s) having been eased.

In other words, a new game task can be a game task that not only is expressed as a logical AND of two game tasks, but can also be a game task of which the level of difficulty is adjusted.

For example, in the cooperative play by the above-described first and second players, there is a possibility that the newly created game task of “collecting a specified number of coins or more, and defeating a boss character within a limited amount of time” may be difficult to accomplish. In that case, the game device may create a different new game task for which the level of difficulty of the new game task has been eased such as “collecting a specified number of coins or more, and defeating an enemy boss character”. Here, the portion of the task “within a limited amount of time” is deleted, so the task becomes easier for a player to accomplish.

The method of making a task easier is not limited to removing part of the task. For example, it is also possible to change part of the task such as reducing “the specified number”. The player could also edit the game task arbitrarily.

The task selection unit may receive instruction input for selecting a game task(s) from among the stored game tasks from each of the players participating in the game, and select a game task(s) that is indicated by the received instruction input.

In other words, each player may freely select a game task. The game device then, based on the game tasks selected by the players, may create a new game task. With the present invention, it is possible to create a new game task in which it is presumed the player have relatively strong interest.

The game system of another aspect of the present invention is a game system that is formed from a plurality of e devices, where each of the plurality of game devices comprises a task memory unit, a participation receiving unit, a transmitting unit, and a receiving unit.

The task memory unit stores game tasks for each of the players that participate in a game that can be challenged by a player.

The participation receiving unit receives a request from a player to participate in the game.

The transmitting unit transmits the received request to the other game devices.

The receiving unit receives requests from the other game devices that were received by the participation receiving units of the other game devices.

Moreover, at least one game device of the plurality of game devices (hereafter, referred to as a “first type game device”) further comprises a task addition unit.

The task addition unit, when a plurality of players participate in the game, adds a new task(s), which can be challenged by each of the players participating in the game, to the task memory unit based on the selected game tasks.

The transmitting unit of the first type game device transmits the new game task(s) to one or more of the other game devices (hereafter, referred to as “second type game devices”) of the plurality of game devices.

The receiving unit of the second type game device(s) receives the new game task(s) from the first type game device.

The task memory unit of the second type game device(s) further stores the received new game task(s).

Each of the plurality of game devices further comprises a task selection unit and a game progression unit.

The task selection unit selects a task(s) from among the stored game tasks for each Of the players participating in the game.

The game progression unit prompts the players participating in the game to play the game for which the selected game task(s) has been set.

With the present invention, it is possible to maintain interest in game in order that a player does not get tired of the game for not just a game that uses only one game device, but also a game that is performed by connecting a plurality of game devices together. Moreover, it is possible to promote participation in a game that is performed by cooperative play, so it is possible to maintain interest in the game by even more players.

The game processing method of another aspect of the present invention is a game processing method that is executed by a game device having a task memory unit and comprises a task selection step, a game progression step, and a task addition step.

The task memory unit stores game tasks for each of a plurality of players that can be challenged by a player.

The task selection step selects a game task(s) from among the stored game tasks for each of one or more players that participate in a game.

The game progression step prompts the players participating in the game to play the game for which the selected game task(s) has been set.

The task addition step that, when a plurality of players participate in a game, adds a new game task(s) that can be challenged by each of the players participating in the game, based on each of the selected game tasks.

With the present invention, it is possible to maintain interest in a game so that a player does not get tired of the game. Moreover, with the present invention, it is possible to promote participation in a game that is performed by cooperative play, so it is possible to maintain interest in the game by even more players.

The computer-readable information recording medium of another aspect of the present invention stores a program that causes a computer to function as a task memory unit, a task selection unit, a game progression unit, and a task addition unit.

The task memory unit stores game tasks for each of a plurality of players that can be challenged by a player.

The task selection unit selects a task(s) from among the stored game tasks for each of one or more players that participate in a game.

The game progression unit prompts the players participating in the game to play the game for which the selected game task(s) has been set.

The task addition unit, when a plurality of players participate in a game, adds a new game task(s) that can be challenged by each of the players participating in the game, based on each of the selected game tasks.

With the present invention, it is possible to cause a computer to function as a game device that operates as described above.

The program of another aspect of the present invention causes a computer to function as a task memory unit, a task selection unit, a game progression unit, and a task addition unit.

The task memory unit stores game tasks for each of a plurality of players that can be challenged by a player.

The task selection unit selects a task(s) from among the stored game tasks for each of one or more players that participate in a game.

The game progression unit prompts the players participating in the game to play the game for which the selected game task(s) has been set.

The task addition unit, when a plurality of players participate in the game, adds a new game task(s) that can be challenged by each of the players participating in the game, based on each of the selected game tasks.

With the present invention, it is possible to cause a computer to function as a game device that operates as described above.

Moreover, the program of the present invention can be stored on a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optic disk, digital video disk, magnetic tape, or semiconductor memory.

The program above can be distributed or sold independently from a computer that executes the program via a computer communication network. The information recording medium also can be distributed or sold independently from the computer.

Effect of the Invention

With the present invention, it is possible to provide a game device, game system, game processing method, information recording medium, and program that are suitable far keeping a player's interest in a game.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a drawing illustrating the basic construction of a typical information processing device that makes possible a game device of the present invention.

FIG. 2 is a diagram for explaining the functional construction of the game device.

FIG. 3 is a diagram for explaining game tasks.

FIG. 4 is an example of a screen configuration for receiving a selection instruction of a game task from a user.

FIG. 5 is a diagram for explaining game tasks and players accomplishment information.

FIG. 6 is a concept diagram illustrating a task range of a new game task.

FIG. 7 is a diagram for explaining game tasks.

FIG. 8 is an example of a screen configuration for receiving a selection instruction of a game task from a user.

FIG. 9 is an example of a screen configuration for receiving a selection instruction of a game task from a user.

FIG. 10 is a concept diagram illustrating a task range of a new game task.

FIG. 11 is a concept diagram illustrating a task range of a new game task.

FIG. 12 is a flowchart for explaining a game process.

FIG. 13 is a diagram for explaining a configuration of a game system in a second embodiment.

FIG. 14 is a flowchart for explaining a game process.

BEST MODE FOR CARRYING OUT THE INVENTION First Embodiment

Embodiments of the present invention are explained below. In the following, in order to make the explanation easier to understand, embodiments of using an information processing device for game to realize the present invention are explained, however, the embodiments explained below are for explanation, and do not limit the scope of the present invention. Therefore, it is possible for one skilled in the art to employ embodiments wherein all or some of the elements are replaced with equivalent elements; and those embodiments are also included within the scope of the present invention.

FIG. 1 is a schematic diagram illustrating the basic construction of a typical information processing device 100 that fulfills functions of a game device of the present invention. In the following, the present invention is explained with reference to this drawing.

The information processing device 100 comprises: a CPU (Central Processing Unit) 101, ROM (Read Only Memory) 102, RAM (Random Access Memory) 103, interface 104, controller 105, external memory 106, DVD-ROM (Digital Versatile Disc-Read Only Memory) drive 107, image processing unit 108, audio processing unit 109, and NIC (Network Interface Card) 110.

By mounting a DVD-ROM, on which a game program and data are recorded, in the DVD-ROM drive 107, and turning ON the power to the information processing device 100, the program is executed, making possible the game device of this embodiment.

The CPU 101 performs overall control of the operations of the information processing device 100, and exchanges control signals and data with each of the connected component elements. The CPU 101 can use an ALU (Arithmetic Logic Unit) on high-speed accessible memory areas called registers (not illustrated in the drawing) to perform arithmetic operations such as addition, subtraction, division, and multiplication, logical operations such as a logical OR, logical AND, or logical NOT operations, and hit operations such as a bitwise OR, bitwise AND, bit inversion, bit shift, or bit rotation. Furthermore, the CPU 101 is configured itself, or comprises a co-processor in order to be able to perform saturation calculations such as addition, subtraction, multiplication, and division, or vector calculations such as trigonometric functions at high speed in order to correspond to multimedia processing.

An IPL (Initial Program Loader) that is executed immediately after the power is turned ON is stored in the ROM 102, and by executing this IPL, the program that is recorded on the DVD-ROM is read to the RAM 103, and the CPU 101 begins to execute the program. The program for the operating system and various data that are necessary for controlling the overall operation of the information processing device 100 are stored in the ROM 102.

The RAM 103 is one that is intended to temporarily store data and programs, and stores the program and data that are read from the DVD-ROM, as well as other data necessary for the progression of the game and for chat communication. An area for variables is provided in the RAM 103, and the CPU 101 performs processing such as directly using the ALU to perform operations on values stored in that variable area, and after storing the values stored in the RAM 103 in a register, performing operations on that register, then rewriting the operation results in memory.

The controller 105 connected via the interface 104 receives operation input that is performed by a player during execution of a game such as a dance game or soccer game. A plurality of controllers 105 may be connected to the interface 104.

Data, such as data indicating the status of play of the game (past score and the like), data indicating the progress status of a game, and log (record) data of game chat communication using a network, are rewritably stored on the removable external memory 106 that is connected via the interface 104. By a player performing operation input via the controller 105, these data can be appropriately stored in the external memory 106.

A program for making a game possible, and image data and audio data associated with the game are recorded on a DVD-ROM that is mounted in the DVD-ROM drive 107. According to control from the CPU 101, the DVD-ROM drive 107 performs processing for reading the mounted DVD-ROM, then reads the necessary program and data, and temporarily stores them in the RAM 103 or the like.

After the data that is read from the DVD-ROM is processed by the CPU 101 or by an image operation processor (not illustrated in the drawing) of the image processing unit 108, the image processing unit 108 stores that data in a frame memory (not illustrated in the drawing) of the image processing unit 108. The image information that is stored in the frame memory is converted to a video signal at specified synchronization timing and outputted to a monitor (not illustrated in the drawing) that is connected to the image processing unit 108. As a result, various image displays are possible.

The image operation processor can execute permeation operations such as superimposing of 2-dimensional ages, and α blending, and various saturation operations at high speed.

The image operation processor can also perform high-speed execution using the Z-buffer method to render polygon information that is arranged in virtual 3-dimensional space and to which various texture information is added in order to obtain a rendered image that looks down on polygons arranged in the virtual 3-dimensional space from a specified viewpoint.

Furthermore, by working together, the CPU 101 and image operation processor can draw a text string to the frame memory as a 2-dimensional image or on each polygon surface according to font information that defines the text character shapes.

By preparing information such as game images on a DVD-ROM, and then expanding that to a frame memory, it becomes possible to display the state of the game, or the like, on a screen.

The audio processing unit 109 converts audio data that is read from a DVD-ROM to an analog audio signal, and outputs it from a speaker (not illustrated in the drawing) connected to the audio processing unit 109. For example, the audio processing unit 109, according to control by the CPU 101, creates sound effects or music data to be generated during play of a game, and causes sound corresponding to that data to be outputted from a speaker.

When the audio data that is recorded on the DVD-ROM is MIDI data, the audio processing unit 109 references audio source data of this data and converts the MIDI data to PCM data. Moreover, in the case of compressed audio data such as data in ADPCM (Adaptive Differential Pulse Code Modulation) format or Ogg Vorbis format, the audio processing unit 109 expands the data and converts the data to PCM data. By performing D/A (Digital/Analog) conversion at timing that corresponds to a corresponding sampling frequency, and outputting the resultant to the speaker, the PCM data can become audio output.

The NIC 110 is for connecting the information processing device 100 to a computer network (not illustrated in the drawing) such as the Internet, and comprises a modem that complies to the 10BASE-T/100BASE-T standard that is used in a LAN (Local Area Network), analog modem for connecting to the Internet using a telephone line, ISDN (Integrated Services Digital Network) modem, ADSL (Asymmetric Digital Subscriber Line) modem, cable modem for connecting to the Internet using a cable television line, and the like, and an interface (not illustrated in the drawing) that functions as a go-between between the modem and the CPU 101.

In addition, the information processing device 100 may be constructed such that by using a large-capacity external memory device such as a hard disk, the same functions as the ROM 102, RAM 103, external memory 106, and DVD-ROM mounted in the DVD-ROM drive 107 can be achieved.

Next, the functional construction of the game device 200 of this embodiment that is made possible by an information processing device 100 having the construction described above will be explained.

FIG. 2 is a drawing illustrating the functional construction of the game device 200 of this embodiment. The game device 200 comprises a task memory unit 201, task selection unit 202, game progression unit 203, and task addition unit 204.

A game that is performed by the game device 200 of this embodiment is a game in virtual space that at least one or more players can participate in. For example, the player operates the controller 105 and inputs various instructions (commands) for a character object (hereafter referred to as a “character”). The game device 200 receives the instruction inputted from the player, moves the character according to the instruction input, and causes the game to proceed. In the following explanation, when only one player participates in and plays the game is called “individual play”.

Game tasks 250 that the player is supposed to accomplish (supposed to clear) are set for the game. When a player (or player character) accomplishes a set game task 250, the player (or player character) acquires points or advances to a higher level. The more points acquired, or the higher the level attained, the more skillful the player (or player character) is.

FIG. 3 illustrates an example of game tasks 250 (in FIG. 3, described as tasks 250 ₁ to 250 _(N)). The game tasks 250 are set at the beginning of each game, and are game conditions that the player is supposed to accomplish. The game tasks 250 are, for example, “obtaining 50 coins”, “defeating an enemy boss character within a limited amount of time”, and the like. The specific contents of the game tasks 250 are not limited by the present invention.

It is also possible for two players or more to participate together in the same game. The players can participate in the same game while aiming to accomplish respectively assigned game tasks. A plurality of players participating in and playing the same game is called “cooperative play” or “simultaneous play”.

For example, in cooperative play in a role-playing game, a game task 250 ₁ of “obtaining 50 coins” is assigned to the first player, and a game task 250 ₂ of “defeating an enemy boss character within a limited amount of time” is assigned to the second player. In this case, the players can play the same role-playing game while the first player aims at clearing the game task 250 ₁, and the second player aims at clearing the game task 250 ₂.

In cooperative (simultaneous) play, preferably, the CPU 101 sets game tasks 250 that can be accomplished simultaneously by the players.

A player that participates in a game is not limited to only player that operates the controller 105 to input a command, but also includes a virtual player that inputs a command by the CPU 101 following a specified algorithm. For example, one player is a human player and the other player can be the game device 200 itself.

Next, the component elements of the game device 200 will he explained in detail.

First, the task memory unit 201, as illustrated in the example in FIG. 3, stores N number of game tasks 250 (N is an integer of 2 or greater, and preferably 3 or greater). The CPU 101 and external memory 106 working together function as the task memory unit 201.

Of the game tasks 250 that are stored in the task memory unit 201, there are game tasks 250 that are prepared beforehand, and there are game tasks that are newly created by the CPU 101 as will be explained later. The CPU 101 may use game tasks 250 that are already stored in the task memory unit 201 to create new game tasks 250, and may add them to the task memory unit 201. This will be explained in detail later.

The task selection unit 202 selects one or more game tasks 250 from among the plurality of game tasks 250 that are stored in the task memory unit 201 for one player. In cooperative play, the task selection unit 202 selects one or more game tasks 250 from among the plurality of game tasks 250 that are stored in the task memory unit 201 for each player that participates in the game. The CPU 101 functions as the task selection unit 202.

FIG. 4 is an example of the configuration of a screen for prompting a player to select a game task 250. For example, the player can operate the controller 105 to move a cursor 420, and select one of the game tasks 250 from among the game tasks 250 included in a game task list 410 that is displayed on the monitor. The CPU 101 displays the game task list 410 that includes all of the game tasks 250 that are stored in the task memory unit 201 and can be challenged by the player participating in the game.

The CPU 101, for example, selects a game task 250 based on instruction input from the player. The player can select and challenge a desired game task 250 from among the game tasks 250 that are included in the game task list 410.

Alternatively, the CPU 101 can also select a game task 250 according to a specified algorithm instead of by the instruction input from the player. For example, at the start of each new game, the CPU 101 may cyclically select one game task 250 from among the game tasks 250 illustrated in FIG. 3, in order from the smallest number of numbers correlated with the game tasks 250.

Moreover, after a certain game task 250 _(i) is cleared, the CPU 101 may select the next game task 250 _(i+1) that follows the cleared game task 250 _(i). Here, i is an integer that is 1 or greater but not greater than the total number N of game tasks that are currently stored in the task memory unit 201.

Generally, game tasks 250 are defined such that the smaller the number i is, the lower the level of difficulty (level of difficulty for the player to accomplish the task) is. After a game task 250 _(i) has been accomplished, the CPU 101 sets the game task ₂₅₀ _(i+1) that is relatively more difficult than the game task 250 _(i) as the next game task.

The CPU 101 can select two or more game tasks 250 for one player regardless of whether the game is individual play or cooperative play.

The game progression unit 203 causes the player that is participating in the game to perform the game for which the game task 250 selected by the task selection unit 202 was set. The CPU 101 functions as the game progression unit 203.

For example, when the CPU 101 selects a game task 250 ₁ of “obtaining 50 coins”, it sets the selected game task 250 ₁ as the condition for ending the game. The CPU 101 starts the game and receives instruction input from the player. The CPU 101 causes the game to advance according to the received instruction input. When the player obtains 50 or more coins during the game, the CPU 101 determines that the game task 250 ₁ has been accomplished by the player and ends the game.

Alternatively, the CPU 101 ends the game when a specified forced end condition such as “X seconds have elapsed since the game began” is satisfied.

As illustrated in FIG. 5, the CPU 101 may correlate accomplishment information 510 of the player (or player character) with the game tasks and cause that accomplishment information 510 to be stored. The accomplishment information 510 is typically information that indicates whether or not a game task 250 was accomplished (whether a task is accomplished or unaccomplished). The CPU 101 sets all of the accomplishment information 510 to “unaccomplished” as a default value, and when a game ends and the game task was accomplished, updates the accomplishment information 510 corresponding to the accomplished game task 250 to “accomplished”.

Alternatively, when the game ends and the game task 250 was accomplished, the CPU 101 sets the accomplishment information 510 corresponding to the accomplished game task 250 to “accomplished”, and when the game ends and the game task was not accomplished, sets the accomplishment information 510 corresponding to the unaccomplished game task 250 to “unaccomplished”.

Moreover, the accomplishment information 510 may have contents that indicate how much of a current game task has been accomplished. For example, in FIG. 5, for No. 5 game task 250 ₅, which is “obtaining a character experience value of 10 or greater”, a value of a numerical parameter (level) that expresses the experience value of a character is stored. For example, in the case where the level of a character that corresponds to a player P1 is “2”, the degree of accomplishment of game task 250 ₅ for the player P1 is 20%. Instead of a numerical parameter expressing the strength of a character, die CPU 101 may store a calculated accomplishment amount.

In the case where a plurality of players participate in a game, or in other words, in the case of cooperative play for the game, the task addition unit 204 generates a new game task 250 based on the accomplishment information 510, and adds that new game task 250 to the task memory unit 201. In the cooperative play, when the new game task 250 has been accomplished, each of the players performing the cooperative play can select that new game task 250 in individual play, The CPU 101 and external memory 106 working together function as the task addition unit 204.

More specifically, for each player participating in cooperative play of a game, the CPU 101 acquires game tasks 250 that each player has accomplished in the past. Then, the CPU 101 creates a new game task 250 based on all of the acquired game tasks 250.

As illustrated in FIG. 6, typically a new game task 250 is expressed as a common portion (logical AND) of a game task 250 accomplished by the player P1 (hereafter referred to as the “first accomplished task”), and a game task 250 accomplished by the player P2 (hereafter, referred to as the “second accomplished task”). In FIG. 6, each set expresses a range of tasks that is defined as follows.

Set S1: First accomplished task (game task accomplished by the player P1)

Set S2: Second accomplished task (game task accomplished by the player P2)

Set S1∩S2: New game task

However, it is assumed that the first accomplished task and the second accomplished task are not the same task.

For example, in cooperative play where the player P1 has accomplished in the past the game task 250 ₁ of “obtaining 50 coins”, and the player P2 has accomplished in the past the game task 250 ₂ of “defeating an enemy boss character within a limited amount of time”, the CPU 101, as illustrated in FIG. 7, creates a new game task 250 _(N+1) that is a combination of the two game tasks 250 ₁, 250 ₂, which is “obtaining 50 coins and defeating an enemy boss character within a limited amount of time”.

After receiving a request from the players P1 and P2 to participate in a game, the CPU 101 causes a screen as illustrated in FIG. 8 to be displayed on the monitor, and receives instruction input from the player P1 to select a game task 250. The player P1 can operate the controller 105 to move the cursor 820, and select one of the game tasks 250 from among tasks 250 that are included in the game task list 810 that is displayed on the monitor. The CPU 101, based on the accomplishment information 510, causes a mark 830 to be displayed in the game task list 810 at a position corresponding to a certain game task 250 that the player P1 has accomplished, indicating that the task has been accomplished. Moreover, the CPU 101 causes a mark 840 to be displayed in a position in the game task list 810 corresponding to a newly created game task 250, indicating that the task is new.

For example, in FIG. 8, a new game task, “obtain 50 coins, and defeat an enemy character boss within a limited amount of time”, is added as No. N+1 to the game task list 810. The pair of players P1 and P2 can challenge this game task 250 _(N+1).

At this point, the new game task 250 _(N+1) can only be challenged (can only he selected) in cooperative play by the players P1 and P2. It is assumed that neither the player P1 nor the player P2 can individually challenge the new game task 250 _(N+1).

When the player P1 selects the new game task 250 _(N+1), the CPU 101 causes a screen as illustrated in FIG. 9 to be displayed on the monitor, and receives instruction input for selecting a game task 250 from the player P2. The player P2 can operate the controller 105 to move the cursor 920, and select one game task 250 from among the game tasks 250 that are included in the game task list 910 that is displayed on the monitor. The CPU 101, based on the accomplishment information 510, causes a mark 930 to be displayed at a position in the game task list 910 corresponding to a certain game task 250 that the player P2 accomplished in the past, indicating that the task has been accomplished. The CPU 101 also causes a mark 940 to be displayed at a position in the game task list 910 corresponding to a newly created game task 250, indicating that the task is new.

The game task 250 newly created by the CPU 101 is not limited to a set (S1∩S2) as a result of a logical AND as described above. For example, the CPU 101 may create a game task 250 that corresponds to a logical AND between a first accomplished task that has been eased, and a second accomplishment task, or may create a game task 250 that corresponds to a logical AND between a second accomplished task that has been eased, and a first accomplishment task.

FIG. 10 is a concept diagram for explaining a new game task. In FIG. 10, each set expresses a task range that is defined as follows.

Set S1: First accomplished task (game task accomplished by the player P1)

Set S2′: Game task as a result of easing the second accomplished task (game task accomplished by the player P2)

Set S1∩S2′: New game task

Here, “easing” of a game task means lowering the degree of difficulty so that player can more easily accomplish the task. The degree of difficulty is, for example, an estimated length of time necessary for a player to accomplish a task, complexity of instruction input by the player, or the like.

For example, the game task 250 ₂ of “defeating an enemy boss character within a ted amount of time” can be divided into the portion of the task “within a limited amount of time”, and the portion of the task “defeat an enemy boss character”. Therefore, the CPU 101 extracts only the portion of the task that remains after removing the portion “within a limited amount of time”, or in other words the portion of the task “defeat an enemy boss character”. This extracted portion of the task is an “eased” game task. In other words, based on the game task 250 ₂ of “defeating an enemy boss character within a limited amount of time”, the CPU 101 creates an eased game task of “defeating an enemy boss character”.

The CPU 101 can also ease the game task 250 ₁ of “obtaining 50 coins”. For example, the game task 250 ₁ of “obtaining 50 coins” can be divided into a portion of the task “obtaining X number of coins” (where X is a natural number), and a portion of the task “X=50”. Therefore, in order that the player can more easily clear the task, the CPU 101 creates a portion of the task for which the X value is reduced. For example, the CPU 101 changes “X =50” to “X=30”, and based on the game task 250 ₁ of “obtaining 50 coins”, creates an eased game task of “obtaining 30 coins”.

In the explanation above, the case of cooperative play by the two players P1 and P2 was assumed, however, the CPU 101 can also create new game tasks 250 in the case of cooperative play by three or more players.

FIG. 11 is a concept diagram for explaining a new game task that is created in cooperative play by three players P1, P2 and P3. In FIG. 11, the sets express task ranges that are defined as follows.

Set S1: First accomplished task (game task accomplished by the player P1)

Set S2: Second accomplished task (game task accomplished by the player P2)

Set S3: Third accomplished task (game task accomplished by the player P3)

Set S1∩S2∩S3: New game task A

Set S1∩S2: New game task B (game task A has been eased)

Set S2∩S3: New game task C (game task A has been eased)

Set S1∩S3: New game task D (game task A has been eased)

The CPU 101 adds the new game task A that is expressed as the logical AND (S1∩S2∩S3) of the first accomplished task by the player P1 second accomplished task by the player P2, and third accomplished task by the player P3.

Alternatively, the CPU 101 may add the new game task B that is expressed as the logical AND (S1∩S2) between e first accomplished task by the player P1 and the second accomplished task by the player P2. The game task B can be said to he an “eased” game task that is easier than the game task A in that the third game task does not need to be cleared.

Similarly, the CPU 101 may add a new game task C that is expressed as the logical AND (S2∩S3) between the second accomplished task by the player P2 and the third accomplished task by the player P3. Moreover, the CPU 101 may add the new game task D that is expressed as the logical AND (S1∩S3) between the first game task accomplished by the player P1 and the third game task accomplished by the player P3.

For example, when the first game task is “obtaining 50 coins”, the second game task is “defeating an enemy boss character within a limited time”, and third game task is “finding 5 or more treasure chests”, the new game tasks A to D are as the following.

(1) Game task A: “obtaining 50 coins, defeating an enemy boss character with a limited amount of time, and finding 5 or more treasure chests”,

When this game task A is selected during cooperative play by the players P1, P2, and P3, the game task is accomplished (game is cleared) in 3-person cooperative play when any one of the players P1, P2 or P3 obtains 50 coins, any one of the players P1, P2 or P3 defeats an enemy boss character within a limited time, and any one of the players P1, P2 or P3 finds 5 or more treasure chests.

In this regard, it is also possible for the game task to be accomplished (game cleared) by 3-person cooperative play when the player P1 obtains 50 coins, player P2 defeats an enemy boss character within a limited amount of time, and player P3 finds 5 or more treasure chests.

(2) Game task B: “obtaining 50 coins, and defeating an enemy boss character within a limited amount of time”.

When this game task B is selected in cooperative play by the players P1, P2 and P3, the game task is accomplished (game is cleared) in 3-person cooperative play when any one of the players P1, P2 or P3 obtains 50 coins, and any one of the players P1, P2 or P3 defeats an enemy boss character within a limited amount of time.

In this regard, it is also possible to accomplish this game task (clear the game) in 3-person cooperative play when the player P1 obtains 50 coins and the player P2 defeats an enemy boss character within a limited amount of time. In this case, the player P3 finding 5 or more treasure chests is not a necessary task in order to end the game.

(3) Game task C: “defeating an enemy boss character within a limited amount of time, and finding 5 or more treasure chests”.

When this game task C is selected in cooperative play by the players P1, P2 and P3, the game task is accomplished (game is cleared) in 3-person cooperative play when any one of the players P1, P2 or P3 defeats an enemy boss character within a limited amount of time, and any one of the players P1, P2 or P3 finds 5 or more treasure chests.

In this regard, the game task can also be accomplished (game cleared) in 3-person cooperative play when the player P2 defeats an enemy boss character within a limited amount of time, and the player P3 finds 5 or more treasure chests. In this case, the player P1 obtaining 50 coins is not a necessary task for ending the game.

(4) Game task D: “obtaining 50 coins, and finding 5 or more treasure chests”.

When this game task D is selected in cooperative play by the players P1, P2 and P3, the game task is accomplished (game is cleared) in 3-person cooperative play when any one of the players P1, P2 or P3 obtains 50 coins, and any one of the players P1, P2 or P3 finds 5 or more treasure chests.

In this regard, the game task can also be accomplished (game cleared) in 3-person cooperative play when the player P1 obtains 50 coins, and the player P3 finds 5 or more treasure chests. In this case, the player P2 defeating an enemy boss character within a limited amount of time is not a necessary task to end the game.

The CPU 101 is not limited to adding only one new game task 250, but may add two or more. The CPU 101 may add at least one or more of the game tasks A, B, C, and D.

The method for easing a game task 250 is not limited to any of the methods described above. For example, the CPU 101 may create a new game task 250 by receiving instruction input from a player to arbitrarily change the first, second and/or third accomplished tasks, and then changing the first, second and/or third accomplished tasks according to the received instruction input.

In cooperative play, when a newly created game task 250 is selected, the CPU 101 sets the selected game task 250 for the game and proceeds with the game.

Here, when it is determined that the newly created game task 250 has been accomplished, the CPU 101 makes it possible for the player P1 to select this new game task 250 for individual play, as well as makes it possible for the player P2 to select the new game task 25 for individual play.

In other words, the new game task 250 that had been set such that it could only be selected for cooperative play by the players P1 and P2, can now be selected for individual play as well, but not just cooperative play.

For example, when the player P1 that has already accomplished the game task 250 ₁ of “obtaining 50 coins”, and the player P2 that has already accomplished the game task 250 ₂ of “defeating an enemy boss character within a limited amount of time” participate in a game using cooperative play, a new game task 250 _(N+1) of “obtaining 50 coins, and defeating an enemy boss character within a limited amount of time” is added. Furthermore, when this game task 250 _(N+1) is accomplished in the cooperative play, the player P1 is now able to challenge the game task 250 _(N+1) in individual play, and the player P2 is also now able to challenge the game task 250 _(N+1) in individual play.

Instead of acquiring a game task 250 that a player has accomplished in the past, the CPU 101 may select an arbitrary game task 250 that can be selected by the player.

Next, the game processing that is executed by all of the components of this embodiment will be explained using the flowchart in FIG. 12.

First, the CPU 101 determines whether or not play is cooperative play by a plurality of players (step S1201).

When it is determined that the play is not cooperative play (step S1201; NO), CPU 101 moves to the processing in step S1205, which will be described later.

When it is determined that the play is cooperative play (step S1201; YES), the CPU 101 acquires respective game tasks that have already been accomplished by players participating in the game (step S1202). For example in the ease where the players P1 and P2 are participating in the game, and the accomplishment information 510 illustrated in FIG. 5 is stored, the CPU 101 acquires the game task 250 ₁ that the player P1 has already accomplished, and the game task 250 ₂ that the player P2 has already accomplished.

The CPU 101 creates a new game task 250 based on the game tasks 250 that were acquired in step S1202 (step S1203). The new game task 250, for example, is a game task 250 that combines the game tasks 250 that were acquired in step S1202. Alternatively, any one or more of the game tasks 250 that were acquired in step S1202 are eased as described above, and the new game task 250 is obtained based on the eased game tasks 250.

The CPU 101 displays the newly created game task 250 (step S1204). For example, the CPU 101 adds the newly created game task 250 to a game task list 810, 910 as illustrated in FIGS. 8 and 9.

The CPU 101 selects a game task 250 to set for the game (step S1205). For example, the CPU 101 selects a game task 250 according to input of a selection instruction from the player P1 and P2,

The CPU 101 sets the game task 250 selected in step S1205 the game, and proceeds with the game (step S1206).

The CPU 101 determines whether or not the game has ended (step S1207). For example, the CPU 101 determines whether or not specified forced end conditions have been satisfied, or whether or not the set game task 250 has been accomplished.

When it is determined that the game has not ended (step S1207; NO), processing returns to step S1206, and the CPU 101 continues the game.

When it is determined that the game has ended (step S1207; YES), the CPU 101 determines whether or not the new game task 250 was accomplished (step S1208).

When it is determined that the new game task 250 has not been accomplished (step S1208; NO), the CPU 101 ends the game process.

On the other hand, when it is determined that the new game task 250 has been accomplished (step S1208; YES), the CPU 101 performs a setting so that each of the players P1 and P2 that are participating in the cooperative play can individually select the new game task 250 (step S1209).

In other words, the layers P1 and P2 that participated in the cooperative play can individually challenge the new game task 250 that was accomplished in the cooperative play, starting from the next game.

With this embodiment, the game device 200 can automatically create and add new game tasks 250. By providing newly created game tasks 250 to a player according to that player's record, the game device 200 is able to keep the player from becoming bored of the game. A player is able to not only challenge games tasks 250 that have been prepared beforehand, but also is able to challenge game tasks 250 that are newly created by the game device 200, so interest in the game can be maintained. By clearing a game task in cooperative play, a player is able to challenge a new game task 250, so cooperative play is promoted, and thus it is possible to create interest in the game for more players.

Second Embodiment

Next, another embodiment of the present invention will be explained. The present invention can be applied to a game that is performed by only one game device 200, as well as can be applied to a game (network online game) that is performed by a plurality of game devices 200 that are connected via a network such as the Internet.

For example, game devices 200A, 200B having essentially the same construction are connected to each other by P2P (Peer to Peer).

FIG. 13 is a drawing illustrating the construction of a game system 1300 wherein game devices 200 (two game devices in FIG. 13, 200A and 200B) are connected via a network 1350. The number of game devices 200 of this game system 300 may be three or more.

The game devices 200A, 200B each comprise the above-described task memory unit 201 (in FIG. 13, described as 201A, 201B), game selection unit 202 (in FIG. 13, described as 202A, 202B), game progression unit 203 (in FIG. 13, described as 203A, 203B), and task addition unit 204 (in FIG. 13, described as 204A, 204B).

Furthermore, the game device 200A, 200B further comprises a participation receiving unit 205 (in FIG. 13, described as 205A, 205B), transmitting unit 206 (in FIG. 13, described as 206A, 206B), and receiving unit 207 (in FIG. 13, described as 207A, 207B).

The participation receiving unit 205 receives requests (entries) from players for participating in a game. A player that desires to participate in the game can operates the controller 105 to input a participation request. The CPU 101 and controller 105 working together function as the participation receiving unit 205.

The transmitting unit 206 transmits a notification indicating that the participation receiving unit 205 has received the participation request to the other game devices 200 that are connected to the network 1350. The CPU 101 and NIC 110 working together function as the transmitting unit 206.

For example, in the case as illustrated in FIG. 13 where the two game devices 200 are connected to the game system 1300, when the game device 200A receives a participation request from a first player to participate in a game, the game device 200A transmits a notification to the game device 200B indicating that the participation request to participate in the game was received.

In the case where three or more game devices 200 are connected to the game system 1300, a game device 200 that received a participation request transmits a notification to all of the other game devices 200 indicating that there was the participation request to participate in the game.

The receiving unit 207 receives notifications of participation requests from the other game devices 200 that are connected to the network 1350. The CPU 101 and NIC 110 working together function as the receiving unit 207.

Next, the game process of this embodiment will be explained using the flowchart in FIG. 14. Here, in order to simplify the explanation, the game system 1300 is configured with the two game devices 200A, 200B.

First, the CPU 101 of the game device 200A receives a participation request to participate in the game from a player of game device 200A (step S1401).

After receiving the participation request, the CPU 101 of game device 200A transmits a notification to the game device 200B indicating that there was the participation request to participate in the game (step S1402). This notification includes at least ID information about the player.

The CPU 101 of the game device 200B receives the notification from the game device 200A indicating that there was the participation request to participate in the game (step S1403).

The processing of steps S1402 to S1403 is executed by both of the game devices 200A, 200B. When one game device 200 receives a participation request to participate in the game, that game device 200 transmits the participation request to participate in the game to the other game device 200.

The CPU 101 of the game device 200A determines whether or not a participation request for the other player was received from the game device 200B (step S1404).

When the participation request has not been received from the game device 200B (step S1404; NO), the CPU 101 repeats the processing of step S1404.

When the participation request has been received from the game device 200B (step S1404; YES), the CPU 101 acquires game tasks that can be challenged by each of the players that participate in the game (step S1405). The CPU 101 acquires a game task that the player of the game device 200A can challenge, and acquires a game task that the player of the game device 200B can challenge.

The CPU 101 of the game device 200A, based on the game tasks acquired in step S1405, creates a new game task that can be selected by each of the players in cooperative play (step S1406).

The CPU 101 of the game device 200A transmits information about the new game task that was created in step S1406 to the game device 200B (step S1407).

The CPU 101 of the game device 200B receives the information about the newly created game task from the game device 200A (step S1408).

Each of the CPUs of the game devices 200A and 200B selects a game task (step S1409), sets the selected game task for the game, and proceeds with the game (step S1410).

The processing in steps S1404 to S1406 may be executed by either the game device 200A or 200B. The game device 200 that performs the processing in steps S1404 to S1406 is called a “first type game device”, and the other game device 200 is called a “second type game device”. For example, of game devices 200A and 200B, a game device that transmitted a participation request to the other device earlier would be the first type game device, and the other game device would be the second type game device.

Of the plurality of game devices 200 of the game system 1300, at least the first type game device should comprise the above-described task addition unit 204. The transmitting unit 206 of the first type game device transmits a newly created game task to the second type game device, the receiving unit 207 of the second type game device receives the new game task from the first type game device, and the task memory unit 201 of the second type game device may further store the new game task that was received.

Construction is also possible wherein a server (not illustrated in the drawings) that performs the processing in steps S1404 to S1406 is located on the network 1350, and this server transmits a newly created game task to the game devices 200A and 200B.

The present invention is not limited to any of the embodiments described above, and various modification and applications are possible. Moreover, it is possible to freely combine the component elements of the embodiments described above. Furthermore, the genre of a game is not limited by the present invention.

A program to operate a computer as all or part of the game device 200 may be stored computer-readable recording medium such as a memory card, CD-ROM, MD, or MO (Magneto Optical Disk) for distribution, and installed in another computer to instruct the computer to operate as the above-described units or instruct the computer to perform the above-described process.

Furthermore, it is possible to store the program on a disk drive or the like of a server on the Internet, for example, superimpose it on a carrier wave, and download it to a computer.

This application claims priority based upon Japanese Patent Application No. 2009-067634, the disclosure of which is incorporated herein by reference in its entirety.

INDUSTRIAL APPLICABILITY

As was explained above, with the present invention, it is possible to provide a game device, game system, game processing method, information recording medium, and program that are suitable for keeping a player's interest in a game.

EXPLANATION OF THE REFERENCE NUMBERS

-   100 Information processing device -   101 CPU -   102 ROM -   103 RAM -   104 Interface -   105 Controller -   106 External memory -   107 DVD-ROM drive -   108 Image processing unit -   109 Audio processing unit -   110 NIC -   200, 200A, 200B Game device -   201, 201A, 201B Task memory unit -   202, 202A, 202B Task selection unit -   203, 203A, 203B Game progression unit -   204, 204A, 204B Task addition unit -   205, 205A, 205B Participation receiving unit -   206, 206A, 206B Transmitting unit -   207, 207A, 207B Receiving unit -   250, 250 ₁ to 250 ₅, 250 _(N), 250 _(N+1) Game task -   410, 810, 910 Game task list -   420, 820, 920 Cursor -   830, 930 Mark (Mark indicating an accomplished game task) -   840, 940 Mark (Mark indicating a new game task) -   1300 Game system -   1350 Network 

1. A game device (200), comprising: a task memory unit (201) that stores game tasks for each of a plurality of players, the game tasks being able to be challenged by a player; a task selection unit (202) that selects a game task from among the stored game tasks for each of one or more players that participate in a game; a game progression unit (203) that prompts the players participating in the game to play the game for which the selected game tasks have been set; and a task addition unit (204) that, when a plurality of players participate in the game, adds a new game task to the task memory unit (201) based on each of the selected game tasks, the new game task being able to be challenged by each of the players participating in the game.
 2. The game device (200) according to claim 1, wherein the task addition unit (204), when a plurality of players participate in the game, adds the new game task to the task memory unit (201), the new game task being able to be challenged by each of the players participating in the game, and the new game task having the selected game tasks, which are to be accomplished.
 3. The game device (200) according to claim 1, wherein the task addition unit (204), when a plurality of players participate in the game, adds the new game task to the task memory unit (201) if at least one or more of the selected game tasks are accomplished when the game ends.
 4. The game device (200) according to claim 1, wherein the task selection unit (202), when a plurality of players participate in the game, selects a game task for each of the plurality of players from among game tasks that have been accomplished in a past by the player from the stored game tasks.
 5. The game device (200) according to claim 1, wherein the task addition unit (204), further to adding the new game task, adds a game task that is the new game task having been eased.
 6. The game device (200) according to claim 1, wherein the task selection unit (202) receives instruction input for selecting a game task from among the stored game tasks, the instruction input being from each of the players participating in the game, and selects a game task that is indicated by the received instruction input.
 7. A game system (1300) that is formed from a plurality of game devices (200A, 200B), wherein each of the plurality of game devices (200A, 200B) comprises; a task memory unit (201A, 201B) that stores game tasks for each of players that participate in a game, the game tasks being able to be challenged by a player; a participation receiving unit (205A, 205B) that receives a request to participate in the game from a player; a transmitting unit (206A, 206B) that transmits the received request to other game devices (200A, 200B); and a receiving unit (207A, 207B) that receives requests from the other game devices (200A, 200B) that were received by the participation receiving units (205A, 205B) of the other game devices (200A, 200B), wherein at least one game device (200A) of the plurality of game devices (200A, 200B) (hereafter referred to as a “first type game device”) further comprises a task addition unit (204A) that, when a plurality of players participate in the game, based on each of the selected game tasks, adds a new game task to the task memory unit (201A), the new game task being able to be challenged by each of the players participating in the game, the transmitting unit (206A) of the first type game device transmits the new game task to one or more of the other game devices (200B) (hereafter referred to as “second type game devices”) of the plurality of game devices (200A, 200B); the receiving unit (207B) of the second type game devices receives the new game task from the first type game device (200A), the task memory unit (201B) of the second type game devices further stores the received new game task; and each of the plurality of game devices (200A, 200B) further comprises: a task selection unit (202A, 202B) that selects a game task from among the stored game tasks for each of the players participating in the game; and a game progression unit (203A, 203B) that prompts the players participating in the game to play the game for which the selected game tasks have been set.
 8. A game processing method that is executed by a game device (200) having a task memory unit (201), wherein the task memory unit (201) stores game tasks for each of a plurality of players, the game tasks being able to be challenged by a play the game processing method, comprising: a task selection step for selecting a game task from among the stored game tasks for each of one or more players that participate in a game; a game progression step for prompting the players participating in the game to play the game for which the selected game tasks have been set; and a task addition step for adding, when a plurality of players participate in the game, based on each of the selected game tasks, a new game task to the task memory unit (201), the new game task being able to be challenged by each of the players participating in the game.
 9. A computer-readable information recording medium that records a program that causes a computer to function as: a task memory unit (201) that stores game tasks for each of a plurality of players, the game tasks being able to be challenged by the player; a task selection unit (202) that selects a task from among the stored game tasks for each of one or more players that participate in a game; a game progression unit (203) that prompts the players participating in the game to play the game for which the selected game tasks have been set; and a task addition unit (204) that, when a plurality of players participate in the game, adds a new game task to the task memory unit (201) based on each of the selected game tasks, the new game task being able to be challenged by each of the players participating in the game.
 10. A program that causes a computer to function as: a task memory unit (201) that stores game tasks for each of a plurality of players, the game task being able to be challenged by the player; a task selection unit (202) that selects a task from among the stored game tasks for each of one or more players that participate in a game; a game progression unit (203) that prompts the players participating in the game to play the game for which the selected game tasks have been set; and a task addition unit (204) that, when a plurality of players participate in the game, adds a new game task to the task memory unit (201) based on each of the selected game tasks, the new game task being able to be challenged by each of the players participating in the game. 